• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:45
CEST 19:45
KST 02:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2312Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
ScienceCraft (October 24-25) - Live Event 2026 GSTL Grand Finals Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Syncronization issues and can't find games PLAYzone Challenge - open offline tour in Prague Bot on ladder NaDa's Body SC4ALL II: Brood War Player Announcement 3/4 - soO
Tourneys
[ASL22] Ro8 Day 2 [Megathread] Daily Proleagues [IPSL] IPSL is Back With Winter 26-27! PLAYzone Challenge - open offline tour in Prague
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne EVE Corporation Nintendo Switch Thread Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10157 users

[M] (2) Amethyst - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
November 13 2012 14:00 GMT
#21
Cool map! Definitely one of your best ones. I can imagine this being a lot of fun to play. I think at the top level of play it won't create the best games (short rush distance, relatively simple expansion layout) but for high level and below I think it's great. You're getting much better with your aesthetics too, which is especially impressive given that it's Ulnar! Great use of texturing and doodads in combination and the contrast between the light snow and the dark hull textures really makes the map 'pop'. My favourite part is the 'snow drift' ramps either side of the XNT.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
necrimanci
Profile Joined March 2011
70 Posts
November 13 2012 17:29 GMT
#22
Doesnt the formation in front of the natural entrance make immortal/sentry impossible to hold when P gets there? It really looks like a forcefield festival :-D Besides that i really like the map design.
Doominator10
Profile Joined August 2012
United States515 Posts
November 13 2012 19:46 GMT
#23
I'm liking the way the map looks... a lot :D. Personally, I'm a fan of maps that have the "potential" for early aggression but also lend well towards macro games. The only thing I would have liked to see on this particular map was a slight widening of the choke on the third with the rocks. That create a little interesting dynamic there where taking that third is safer at first, but if you let the rocks go down, you must defend a larger choke.

Again, kudos to you. See if you can get Kabel to do a Starbow version of this map for $hits and giggles.
Your DOOM has arrived,,,, and is handing out cookies
Antares777
Profile Joined June 2010
United States1971 Posts
November 13 2012 21:26 GMT
#24
Amethyst has a Steppes of War feel to it in the sense that the rush distance is a short and straight line between naturals and decreases in elevation as you approach the center of the map. The rush distance may not be a problem, considering it is countered with expansions that are easy to expand to and a very controllable layout.

There is a lot of emphasis on controlling the center in this map. It is the fastest route between the mains and naturals, and is the only route that units can pass through to get to the other side without destroying the destructible rocks. A map feature like that will make Terran mech a force to be reckoned with. Oh, and there is also a watchtower there. I believe that the watchtower is in a location that favors mech a bit too much, but there are no good alternatives to its current location, and no watchtowers at all on a small map creates a very technical game: players will have to be super aware of their surroundings and scout a lot.

One thing that I find a bit odd about the layout is how the mono-entrance 6th expansions are set up relative to the optional 3rd blocked expansions. Many maps have mono-entrance expansions set up as the intended final expansion for players. This is because they make an unambiguous expansion pattern easier to create. But, these expansions are extremely close to the thirds. This makes me feel that they are not intended for either player; the rocks will most likely be destroyed by the time these expansions become relevant in a game, so the base would be dangerously close to both players.

I think if I understood what you are trying to get out of the expansion pattern on Amethyst I'd be of more help with criticism. The two-thirds set up feels unnecessary. I am not sure what it accomplishes in terms of balance or gameplay.

I would consider removing the destructible rocks and modify the third and 6th expansions accordingly to maintain balance. This would make the main pathways of the map have a tic-tac-toe shape to them: two sets of two paths that cross each other (the map already has these paths, but the rocks make it complicated). Therefore, the center of the map would not have so much control during early games. The cons to this would be balancing the map around the way that the expansions would interact without the rocks. The map would certainly have expansion ambiguity if it does not already.

Sorry if I am not being very helpful, it's just that this map has a peculiar layout... changing it might cause even more balance problems than it already has, so I am trying to be cautious while suggesting improvements. I see that you want Amethyst to be a map that allows rushing, but also turtling. This is probably going to be extremely difficult to create and balance, but I really want to see it happen! I really like the aesthetics; I haven't seen a map with snow in space. Snow is cool!

Good luck on Amethyst!
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 17 2012 05:08 GMT
#25
On November 13 2012 23:00 OxyGenesis wrote:
Cool map! Definitely one of your best ones. I can imagine this being a lot of fun to play. I think at the top level of play it won't create the best games (short rush distance, relatively simple expansion layout) but for high level and below I think it's great. You're getting much better with your aesthetics too, which is especially impressive given that it's Ulnar! Great use of texturing and doodads in combination and the contrast between the light snow and the dark hull textures really makes the map 'pop'. My favourite part is the 'snow drift' ramps either side of the XNT.

Thanks.

On November 14 2012 02:29 necrimanci wrote:
Doesnt the formation in front of the natural entrance make immortal/sentry impossible to hold when P gets there? It really looks like a forcefield festival :-D Besides that i really like the map design.

Well, the zerg should try to engage at the center, I think.

On November 14 2012 04:46 Doominator10 wrote:
I'm liking the way the map looks... a lot :D. Personally, I'm a fan of maps that have the "potential" for early aggression but also lend well towards macro games. The only thing I would have liked to see on this particular map was a slight widening of the choke on the third with the rocks. That create a little interesting dynamic there where taking that third is safer at first, but if you let the rocks go down, you must defend a larger choke.

Again, kudos to you. See if you can get Kabel to do a Starbow version of this map for $hits and giggles.

Well I don't like Starbow that much, and it wouldn't fit with his vision I think.

On November 14 2012 06:26 Antares777 wrote:
Amethyst has a Steppes of War feel to it in the sense that the rush distance is a short and straight line between naturals and decreases in elevation as you approach the center of the map. The rush distance may not be a problem, considering it is countered with expansions that are easy to expand to and a very controllable layout.

There is a lot of emphasis on controlling the center in this map. It is the fastest route between the mains and naturals, and is the only route that units can pass through to get to the other side without destroying the destructible rocks. A map feature like that will make Terran mech a force to be reckoned with. Oh, and there is also a watchtower there. I believe that the watchtower is in a location that favors mech a bit too much, but there are no good alternatives to its current location, and no watchtowers at all on a small map creates a very technical game: players will have to be super aware of their surroundings and scout a lot.

One thing that I find a bit odd about the layout is how the mono-entrance 6th expansions are set up relative to the optional 3rd blocked expansions. Many maps have mono-entrance expansions set up as the intended final expansion for players. This is because they make an unambiguous expansion pattern easier to create. But, these expansions are extremely close to the thirds. This makes me feel that they are not intended for either player; the rocks will most likely be destroyed by the time these expansions become relevant in a game, so the base would be dangerously close to both players.

I think if I understood what you are trying to get out of the expansion pattern on Amethyst I'd be of more help with criticism. The two-thirds set up feels unnecessary. I am not sure what it accomplishes in terms of balance or gameplay.

I would consider removing the destructible rocks and modify the third and 6th expansions accordingly to maintain balance. This would make the main pathways of the map have a tic-tac-toe shape to them: two sets of two paths that cross each other (the map already has these paths, but the rocks make it complicated). Therefore, the center of the map would not have so much control during early games. The cons to this would be balancing the map around the way that the expansions would interact without the rocks. The map would certainly have expansion ambiguity if it does not already.

Sorry if I am not being very helpful, it's just that this map has a peculiar layout... changing it might cause even more balance problems than it already has, so I am trying to be cautious while suggesting improvements. I see that you want Amethyst to be a map that allows rushing, but also turtling. This is probably going to be extremely difficult to create and balance, but I really want to see it happen! I really like the aesthetics; I haven't seen a map with snow in space. Snow is cool!

Good luck on Amethyst!

The thing is the entrance is mono, but it's very close to opponent. I believe that chokes makes expansions defense easier even if the distance maybe short. That was my thought, anyway.

Mapmaker of Frost, Fruitland and Bridgehead
FlaShFTW
Profile Blog Joined February 2010
United States10565 Posts
November 17 2012 05:17 GMT
#26
once the rocks at the third are opened, it will be pretty hard to defend everywhere. if they attack ur third, a small sneak attack into your natural would do so much damage.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 19 2012 13:47 GMT
#27
On November 17 2012 14:17 FlaShFTW wrote:
once the rocks at the third are opened, it will be pretty hard to defend everywhere. if they attack ur third, a small sneak attack into your natural would do so much damage.


that is basically for almost all maps. And this is why the thirds are rocked right now - to make it easier to defend. I don't know what your comments add to...
Mapmaker of Frost, Fruitland and Bridgehead
Entirety
Profile Blog Joined April 2012
1423 Posts
November 23 2012 00:57 GMT
#28
This map is absolutely fantastic! The other day, I played a TvT on it and I didn't find the rush distance to be too small... Yes, we played aggressively, but it was nowhere near Steppes of War level. It was fun because neither of us was inclined to turtle heavily.

Great work!
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 25 2012 08:48 GMT
#29
On November 23 2012 09:57 Entirety wrote:
This map is absolutely fantastic! The other day, I played a TvT on it and I didn't find the rush distance to be too small... Yes, we played aggressively, but it was nowhere near Steppes of War level. It was fun because neither of us was inclined to turtle heavily.

Great work!

Thanks! Could you upload the replay?
Mapmaker of Frost, Fruitland and Bridgehead
Hey!
Profile Joined September 2012
Canada5 Posts
December 27 2012 21:00 GMT
#30
This map looks faboulus! I'll try to use it this weekend
I register for jersey awwww yeaa
monitor
Profile Blog Joined June 2010
United States2409 Posts
December 27 2012 22:20 GMT
#31
Nat to nat distance kinda sucks. The whole map feels a bit constricted and small. Not sure the gameplay will be good.

Aesthetics are improving! I like the idea behind the rocks. And I think the map could work well. I'd try adjusting the paths to make all of the distances longer.
https://liquipedia.net/starcraft2/Monitor
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
16:00
WardiTV 10 Group C Replay Cast
TaKeTV 363
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 136
UpATreeSC 103
StarCraft: Brood War
Britney 28651
Shuttle 611
Dewaltoss 133
910 51
Trap 47
HiyA 40
ToSsGirL 25
Rock 22
yabsab 12
Dota 2
Gorgc6831
Fuzer 252
BananaSlamJamma142
febbydoto40
Counter-Strike
fl0m4589
Other Games
Grubby1936
Beastyqt566
B2W.Neo458
summit1g350
Hui .223
Liquid`VortiX180
C9.Mang0150
KnowMe134
ArmadaUGS83
QueenE75
Trikslyr45
Organizations
Dota 2
PGL Dota 2 - Main Stream13807
StarCraft: Brood War
Afreeca ASL 348
Other Games
BasetradeTV39
[ Show 14 non-featured ]
StarCraft 2
• mYiSmile120
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• HerbMon 23
• 80smullet 14
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 5626
League of Legends
• Nemesis2513
Other Games
• Shiphtur280
Upcoming Events
The PiG Daily
4h 15m
ByuN vs Rogue
herO vs SHIN
Serral vs TBD
Clem vs TBD
CranKy Ducklings
16h 15m
AI Arena Tournament
23h 15m
BSL: Ladder Tournament
1d 1h
GSL
1d 14h
Yamato Cup
1d 21h
BSL Open Qualifier
2 days
BSL Open Qualifier
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Soma vs Jaedong
[ Show More ]
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Leta vs Soulkey
PiGosaur Cup
4 days
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-09-23
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.